#version 330 core

/**
 *  \author behley
 **/

layout(points) in;
layout(triangle_strip, max_vertices = 4) out;

out vec2 texCoords;

void main()
{
    gl_Position = vec4(1.0, 1.0, 0.0, 1.0);
    texCoords = vec2(1.0, 0.0);
    EmitVertex();

    gl_Position = vec4(-1.0, 1.0, 0.0, 1.0);
    texCoords = vec2(0.0, 0.0);
    EmitVertex();

    gl_Position = vec4(1.0,-1.0, 0.0, 1.0);
    texCoords = vec2(1.0, 1.0);
    EmitVertex();

    gl_Position = vec4(-1.0,-1.0, 0.0, 1.0);
    texCoords = vec2(0.0, 1.0);
    EmitVertex();

    EndPrimitive();
}
